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AI Ambush problems

Posted: Sat Oct 24, 2009 4:49 pm
by [Skirata]Darman[M]
Hey guys, I tried to make an AI Ambush in my mission, I made everything like in the tut, but it only worked one time, then I munged again and it doesn't work. I redid my steps, same result. I tried to add a second Ambush, but it also doesn't work. errorlog sais nothing.

here's my script (only one ambush) :
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--


-- load the gametype script
ScriptCB_DoFile("MultiObjectiveContainer")
ScriptCB_DoFile("ObjectiveAssault")
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("ObjectiveGoto")
ScriptCB_DoFile("ObjectiveCTF")
ScriptCB_DoFile("ObjectiveTDM")
ScriptCB_DoFile("Ambush")
ScriptCB_DoFile("setup_teams")

-- REP Attacking (attacker is always #1)
REP = 1;
CIS = 2;
WOK = 3;
GEO = 4;
-- These variables do not change
ATT = REP;
DEF = CIS;
AmbushTeam = 5
ATM = AmbushTeam

function ScriptPostLoad()

SetAIDifficulty(0, 2, "hard")
AllowAISpawn(ATT, true)
AllowAISpawn(DEF, true)
AllowAISpawn(WOK, false)
AllowAISpawn(GEO, false)
ScriptCB_SetGameRules("campaign")
onfirstspawn = OnCharacterSpawn(
function(character)
if character == 0 then
ShowPopup("level.geo1.hints.hints")
ReleaseCharacterSpawn(onfirstspawn)
onfirstspawn = nil
BeginObjectivesTimer()
ScriptCB_EnableCommandPostVO(0)

end
end)

KillObject ("cp3")
KillObject ("zem_cp_droiddispenser3")
KillObject ("zem_cp_droiddispenser2")
KillObject ("zem_cp_droiddispenser1")
KillObject ("zem_cp_droiddispenser")
PlayAnimation("gunship3")

SetProperty ("cp2","Team",4)

--Destroy the turrets
Objective1= ObjectiveAssault:New{teamATT = ATT, teamDEF = DEF,
text = "level.FMB.firsttext", popupText = "level.FMB.pop.firstpopuptext"}

Dclass = TargetType:New{classname = "tur_bldg_spa_imp_recoilless", killLimit = 2}
Objective1:AddTarget(Dclass)

Objective1.OnStart = function(self)
Objective1.Dclass_cpGoal1 = AddAIGoal(ATT, "Follow", 100, 0)
Objective1.Dclass_cpGoal2 = AddAIGoal(DEF, "Destroy", 100, 0)
end

Objective1.OnComplete = function(self)
DeleteAIGoal(Objective1.Dclass_cpGoal2)
AllowAISpawn(WOK, true)
AddAIGoal(WOK, "Deathmatch", 100)
PlayAnimation("Laatc")
PlayAnimation("Laatc2")
PlayAnimation("center")
PlayAnimation("gunship1")
UnlockHeroForTeam(ATT)
end



--Kill the droid thingys
Objective2= ObjectiveAssault:New{teamATT = ATT, teamDEF = DEF,
text = "level.FMB.secondtext", popupText = "level.FMB.pop.secondpoputext"}

Dclass = TargetType:New{classname = "zem_cp_droiddispenser", killLimit = 3}
Objective2:AddTarget(Dclass)

Objective2.OnStart = function(self)
Objective2.Dclass_cpGoal2 = AddAIGoal(DEF, "Deathmatch", 100)
end

Objective2.OnComplete = function(self)

end



--Destory the tantive console
Dobjekt = Target:New{name = "tan4_prop_Console1"}
Dobjekt.OnDestroy = function(self)

end

Objective3 = ObjectiveAssault:New{teamATT = ATT, teamDEF = DEF,
text = "level.FMB.thirdtext", popupText = "level.FMB.pop.thirdpopuptext"}
Objective3:AddTarget(Dobjekt)


Objective3.OnStart = function(self)


end

Objective3.OnComplete = function(self)
ShowMessageText("game.objectives.complete", ATT)
PlayAnimation("doorright")
PlayAnimation("doorleft")
PlayAnimation("door1")
RespawnObject("cp3")
RespawnObject("zem_cp_droiddispenser3")

end




--Capture cp 3
Objective4CP = CommandPost:New{name = "cp3"}
Objective4 = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF, text = "level,FMB.fourthtext", popupText = "level.FMB.pop.fourthpopuptext", AIGoalWeight = 0}
Objective4:AddCommandPost(Objective4CP)

Objective4:AddHint("level.geo1.hints.capture_cp")

Objective4.OnStart = function(self)
AICanCaptureCP("cp3", ATT, false)
AICanCaptureCP("cp3", DEF, true)

end

Objective4.OnComplete = function(self)
ShowMessageText("game.objectives.complete", ATT)
SetProperty("cp3", "Team", 1)
SetProperty("cp3", "CaptureRegion", "")

end



--objective: assault
Dobjekt = Target:New{name = "pol1_prop_control_console"}
Dobjekt.OnDestroy = function(self)

end

Objective5 = ObjectiveAssault:New{teamATT = ATT, teamDEF = DEF,
text = "level.FMB.5text", popupText = "level.FMB.pop.5popuptext"}
Objective5:AddTarget(Dobjekt)


Objective5.OnStart = function(self)


end

Objective5.OnComplete = function(self)
ShowMessageText("game.objectives.complete", ATT)
RespawnObject("zem_cp_droiddispenser2")
RespawnObject("zem_cp_droiddispenser1")
RespawnObject("zem_cp_droiddispenser")

end



--objective: assault
Dobjekt = Target:New{name = "zem_cp_droiddispenser3"}
Dobjekt.OnDestroy = function(self)

end

Objective6 = ObjectiveAssault:New{teamATT = ATT, teamDEF = DEF,
text = "level.FMB.6text", popupText = "level.FMB.pop.6popuptext"}
Objective6:AddTarget(Dobjekt)


Objective6.OnStart = function(self)


end

Objective6.OnComplete = function(self)
ShowMessageText("game.objectives.complete", ATT)

end




--Go to the region
Objective7 = ObjectiveGoto:New{TeamATT = ATT, TeamDEF = DEF,
text = "level.FMB.7text", popupText = "level.FMB.pop.7popuptext",
regionName = "goto1", mapIcon = "hud_objective_icon_circle", AIGoalWeight = 0}

Objective7:AddHint("level.geo1.hints.movement")
Objective7:AddHint("level.geo1.hints.obj_markers")
Objective7:AddHint("level.geo1.hints.review_objectives")
Objective7:AddHint("level.geo1.hints.sprint")


Objective7.OnStart = function(self)
MapAddEntityMarker("goto1", "hud_objective_icon_circle", 3.0, 1, "YELLOW", true)

end

Objective7.OnComplete = function(self)
ShowMessageText("game.objectives.complete", ATT)
MapRemoveEntityMarker("goto1")
AllowAISpawn(GEO, true)

end



--Kill the mandalorian
Objective8= ObjectiveAssault:New{teamATT = ATT, teamDEF = DEF,
text = "level.FMB.8text", popupText = "level.FMB.pop.8popuptext"}

Dclass = TargetType:New{classname = "cis_hero_jangofett", killLimit = 1}
Objective8:AddTarget(Dclass)

Objective8.OnStart = function(self)

SetupAmbushTrigger("ambushregion", "ambushpath", 1, 5)

end

Objective8.OnComplete = function(self)

end



end



function BeginObjectivesTimer()
beginobjectivestimer = CreateTimer("beginobjectivestimer")
OnTimerElapse(BeginObjectives, beginobjectivestimer)
SetTimerValue(beginobjectivestimer, 3)
StartTimer(beginobjectivestimer)
end

function BeginObjectives()
objectiveSequence = MultiObjectiveContainer:New{delayVictoryTime = 4}
objectiveSequence:AddObjectiveSet(Objective1)
objectiveSequence:AddObjectiveSet(Objective2)
objectiveSequence:AddObjectiveSet(Objective3)
objectiveSequence:AddObjectiveSet(Objective4)
objectiveSequence:AddObjectiveSet(Objective5)
objectiveSequence:AddObjectiveSet(Objective6)
objectiveSequence:AddObjectiveSet(Objective7)
objectiveSequence:AddObjectiveSet(Objective8)

objectiveSequence:Start()

end


---------------------------------------------------------------------------
-- FUNCTION: ScriptInit
-- PURPOSE: This function is only run once
-- INPUT:
-- OUTPUT:
-- NOTES: The name, 'ScriptInit' is a chosen convention, and each
-- mission script must contain a version of this function, as
-- it is called from C to start the mission.
---------------------------------------------------------------------------
function ScriptInit()


--tell the game to load our loading image
ReadDataFile("dc:Load\\common.lvl")

ReadDataFile("ingame.lvl")


SetMaxFlyHeight(100)
SetMaxPlayerFlyHeight (100)

SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",50) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",650) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",550) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",6000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",100) -- should be ~1x #combo

ReadDataFile("sound\\yav.lvl;yav1cw")
ReadDataFile("dc:SIDE\\rep.lvl",
"rep_inf_ep2_rifleman",
"rep_inf_ep2_rocketeer",
"rep_inf_ep2_engineer",
"rep_inf_ep2_sniper",
"rep_inf_ep2_jettrooper",
"rep_fly_gunship",
"rep_inf_covert_ops",
"rep_hover_fightertank")
ReadDataFile("dc:SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_marine",
"cis_hero_jangofett",
"cis_hover_aat")
ReadDataFile("dc:SIDE\\wok.lvl",
"rep_inf_ep3_marine",
"rep_inf_ep3_pilot")
ReadDataFile("dc:SIDE\\geo.lvl",
"cis_hero_jangofett")


ReadDataFile("dc:SIDE\\tur.lvl",
"tur_bldg_recoilless_fel_auto",
"tur_bldg_spa_imp_recoilless",
"tur_bldg_chaingun_roof")

SetupTeams{
rep = {
team = REP,
units = 5,
reinforcements = 150,
soldier = { "rep_inf_ep2_rifleman",1, 2},
assault = { "rep_inf_ep2_rocketeer",1, 2},
engineer = { "rep_inf_ep2_sniper",1, 2},
sniper = { "rep_inf_ep2_engineer",1, 2},
special = { "rep_inf_ep2_jettrooper",1, 2},

},
cis = {
team = CIS,
units = 45,
reinforcements = -1,
soldier = { "cis_inf_rifleman",9, 55},
assault = { "cis_inf_rocketeer",1, 6},
engineer = { "cis_inf_engineer",1, 6},
officer = {"cis_inf_officer",1, 10},
},
geo = {
team = GEO,
units = 1,
reinforcements = -1,
soldier = {"cis_hero_jangofett", 1, 1},
},
atm = {
team = ATM,
units = 1,
reinforcements = -1,
soldier = {"cis_hero_jangofett", 1, 1},
}
}

SetTeamName(ATM, CIS)
SetTeamAsEnemy(ATM, REP)
SetTeamAsEnemy(REP, ATM)
SetTeamAsFriend(CIS, ATM)
SetTeamAsFriend(ATM, CIS)
ClearAIGoals(ATM)
AddAIGoal(ATM, "Deathmatch", 100)

SetHeroClass(CIS, "cis_hero_darthmaul")
SetHeroClass(REP, "rep_inf_covert_ops")

SetTeamName(3, "locals")
SetTeamIcon(3, "all_icon")
AddUnitClass(3, "rep_inf_ep3_marine",40)
AddUnitClass(3, "rep_inf_ep3_pilot",1)

SetUnitCount(3, 41)
SetTeamAsFriend(ATT,3)
SetTeamAsFriend(3,ATT)
SetTeamAsEnemy(DEF,3)
SetTeamAsEnemy(3,DEF)

SetTeamAsEnemy(GEO, REP)
SetTeamAsEnemy(REP, GEO)
SetTeamAsFriend(CIS, GEO)
SetTeamAsFriend(GEO, CIS)



-- Level Stats
-- ClearWalkers()
AddWalkerType(0, 4) -- special -> droidekas
AddWalkerType(1, 0) -- 1x2 (1 pair of legs)
AddWalkerType(2, 0) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 0) -- 3x2 (3 pairs of legs)
local weaponCnt = 1024
SetMemoryPoolSize("Aimer", 75)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 1024)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 32)
SetMemoryPoolSize("EntityFlyer", 32)
SetMemoryPoolSize("EntityHover", 32)
SetMemoryPoolSize("EntityLight", 200)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("EntitySoundStatic", 32)
SetMemoryPoolSize("MountedTurret", 32)
SetMemoryPoolSize("Navigator", 128)
SetMemoryPoolSize("Obstacle", 1024)
SetMemoryPoolSize("PathNode", 1024)
SetMemoryPoolSize("SoundSpaceRegion", 64)
SetMemoryPoolSize("TreeGridStack", 1024)
SetMemoryPoolSize("UnitAgent", 128)
SetMemoryPoolSize("UnitController", 128)
SetMemoryPoolSize("Weapon", weaponCnt)

SetSpawnDelay(10.0, 0.25)
--ReadDataFile("dc:FMB\\FMB.lvl", "FMB_conquest")
ReadDataFile("dc:FMB\\FMB.lvl", "FMB_conquest")
SetDenseEnvironment("false")

-- Local Stats
--SetTeamName(3, "locals")
--SetTeamIcon(3, "all_icon")
--AddUnitClass(3, "rep_inf_ep3_marine", 40)
--AddUnitClass(3, "rep_inf_ep3_pilot", 1)
--SetUnitCount(3, 7)
--SetTeamAsEnemy(3,DEF)
--SetTeamAsFriend(3,ATT)

-- Sound

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")

voiceSlow = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)

voiceQuick = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_quick", voiceQuick)

OpenAudioStream("sound\\global.lvl", "cw_music")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("sound\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1_emt")

SetBleedingVoiceOver(REP, REP, "rep_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(REP, CIS, "rep_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, REP, "cis_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, CIS, "cis_off_com_report_us_overwhelmed", 1)

SetOutOfBoundsVoiceOver(2, "cisleaving")
SetOutOfBoundsVoiceOver(1, "repleaving")

SetAmbientMusic(REP, 1.0, "rep_yav_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_yav_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2, "rep_yav_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_yav_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_yav_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2, "cis_yav_amb_end", 2,1)

SetVictoryMusic(REP, "rep_yav_amb_victory")
SetDefeatMusic (REP, "rep_yav_amb_defeat")
SetVictoryMusic(CIS, "cis_yav_amb_victory")
SetDefeatMusic (CIS, "cis_yav_amb_defeat")

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
--SetSoundEffect("BirdScatter", "birdsFlySeq1")
--SetSoundEffect("WeaponUnableSelect", "com_weap_inf_weaponchange_null")
--SetSoundEffect("WeaponModeUnableSelect", "com_weap_inf_modechange_null")
SetSoundEffect("SpawnDisplayUnitChange", "shell_select_unit")
SetSoundEffect("SpawnDisplayUnitAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplaySpawnPointChange", "shell_select_change")
SetSoundEffect("SpawnDisplaySpawnPointAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplayBack", "shell_menu_exit")


--OpeningSateliteShot
AddCameraShot(0.405418, 0.018834, -0.912953, 0.042412, 156.734161, 6.037713, 180.226318);

AddCameraShot(0.405418, 0.018834, -0.912953, 0.042412, 156.734161, 6.037713, 180.226318);
AddCameraShot(0.405418, 0.018834, -0.912953, 0.042412, 156.734161, 6.037713, 180.226318);
end
can someone help me or see what's wrong?

Re: AI Ambush problems

Posted: Sat Oct 24, 2009 5:05 pm
by Fiodis
Hmm, manual clean + remunge?

Re: AI Ambush problems

Posted: Sat Oct 24, 2009 5:41 pm
by [RDH]Zerted
Please post the error log anyway.